Lines Matching refs:mesh
1006 TextureVertex* mesh = &quadVertices[0];
1016 TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1017 TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1018 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1019 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1124 Vertex mesh[quadCount * 4];
1125 Vertex* vertex = mesh;
1144 .setMeshIndexedQuads(&mesh[0], quadCount)
1386 // NOTE: We could use the region contour path to generate a smaller mesh
1587 std::unique_ptr<ColorTextureVertex[]> mesh(new ColorTextureVertex[elementCount]);
1588 ColorTextureVertex* vertex = &mesh[0];
1656 .setMeshColoredTexturedMesh(mesh.get(), elementCount)
1693 void OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh,
1696 if (!mesh || !mesh->verticesCount || quickRejectSetupScissor(left, top, right, bottom)) {
1711 .setMeshPatchQuads(*mesh)
2249 // the mesh is generated with the inverse transform (in the case of scale,
2250 // the mesh is generated at 1.0 / scale for instance.) This allows us to
2375 } else if (layer->mesh) {
2379 .setMeshTexturedIndexedQuads(layer->mesh, layer->meshElementCount)
2546 Vertex mesh[count];
2547 Vertex* vertex = mesh;
2575 .setMeshIndexedQuads(&mesh[0], count / 4)